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(TFT) Special Characteristics in Character Writeup



	Hi all.
	
	This is a table I've used in my TFT campaign for many
years.  When a player is creating a character they may roll on this
table.  It gives them a random advantage or disadvantage.  It is 
totally optional but once they have rolled, they are stuck with 
what they get.  Roll on the table after race and attributes have been 
decided but before talents have been picked.


Roll 3d6:

   3   Empathatic.  (+1 on all reaction rolls when you can talk to the other being.)
   4   Sickly. (-1 ST and -4 ST on rolls to avoid sickness.)
   5   Psionics.  (or a significant GM chosen advantage.)
   6   Low Max. Attributes. (Max. Att. is from 15 to 20, Pick which attribute
	(If racial max is below this, then it is the normal racial max. minus 1.)
   7   Berserker. (Character may berserk when a GM chosen situation arises.)
   8   Combat Reflexes. (Is never 'stunned' with surprise when ambushed.)
   9   Limp.  (Roll 1d6; 1 to 4= -1MA;  5, 6= -2MA.)
 10   Extraordinary Memory (Roll 1d6; 1,2= +1 pt; 3,4 = +2 pts; 5,6= +3pts)
 11   Racial Special Characteristic (Roll on racial table below.)
 12   Old.  Character starts 12 years older than normal +2 attributes.
 13   Nearsighted.  (-1 DX for each MH distance.)
 14   GM chooses a Handicap in TFT.  Character gets attributes for it.
 15   Bland Features.  (Must have an appearence that is near average. 
	People find it hard to remember your face. Good for thieves.)
 16   Magical Knack.  (A small unique magical ability. e.g. See Lords of Dus.)	
 17   Hard of hearing. (May not take Acute Hearing.  You are easy to sneak up on.)
 18   Limited Claravoience.  (GM will occationally give hint about the future.)


For All Racial tables roll 1d6:

Human:	
1	Xenophobic.   (-1 Reaction to non-humans.)
2	+2 memory.
3	Charismatic. (Requires ST 10+.  +1 reaction with humans.)
4	+1 MA.
5	Extra languages cost *3 memory cost.
6	At IQ 11 you get tactics at zero memory cost.


Dwarf:
1	+2 ST
2	Acute Hearing costs 1/2 a memory point.
3	Dazzled by sunlight, -2 DX
4	May carry twice the normal load.
5	May learn geologist for zero memory.
6	Xenophobic.   (-1 Reaction to non-dwarves.)


Elf:	
1	May use magic.
2	May only carry 2/3 of the normal load.
3	Berserks (2 in 6 chance) vs. Hymenopterans.
4	+1 MA or +2 MA (50% chance each.)
5	+1, +2 or +3 MA (33.3% chance each.)
6	Animal Empathy (+1 reaction with animals.)


Ork:
1	Berserks in combat (1 in 6 chance). Gets +4 DX when berserk.
2	Toughness, hide stops 1 hit.
3	Xenophobic. (-2 reaction to non-orks.)
4	Claws.  +3 fist damage.
5	Heals at triple normal rate for orks.
6	DX Penalties for darkness are halved.


Goblin:
1	-2 to maximum ST.
2	May use magic.
3	Charismatic. (+2 reaction with other goblins.)
4	+2 IQ
5	May only eat raw meat & +1 MA, +1 ST.
6	+2 memory or Natural Dark Vision (50% chance each).


Hobbit:
1	Farming at 0 IQ cost.
2	Fat (see Disadvantages in TFT.) +2 att.
3	Diplomacy for free at IQ 10.
4	Very small and fast. -2 for enemies to hit you.
5	High Endurance. +5 fST.
6	Max ST is +2.


Centaur:
1	+1 to +4 MA  (25% chance each).
2	Proud. Take 4 off the max number of followers you may have.
3	Hunters Vision.  The first -3 DX for range modifiers is ignored.
4	Stubborn disadvantage and -1 IQ.
5	+1 to +3 ST (33.3% chance each.)
6	Bard costs 0 memory points.


Dragon:
1	Extra armor -1 to -3 points.  (33.3% chance each.)
2	Prone to flattery (-5 IQ to resist.)
3	Loves Riddles & +1 memory.
4	Breath does +1 to +3 damage (33.3% chance each.)
5	Flying MA is 2 slower than normal.
6	Frost Dragon. -3 ST but is immune to cold. Breaths frost.


Giant:
1	-1 Memory or -1 IQ (50% chance each.)
2	+5 ST
3	+1 ST and roll again on this table
4	Max IQ is 11 (Giant must be 
5	Skin gives an extra point of armor.
6	Very noisy (can be heard at +10 Mhex range.)


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